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/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

#ifndef SHERLOCK_TATTOO_WIDGET_FILES_H
#define SHERLOCK_TATTOO_WIDGET_FILES_H

#include "common/scummsys.h"
#include "sherlock/tattoo/widget_base.h"
#include "sherlock/saveload.h"

namespace Sherlock {

class SherlockEngine;

namespace Tattoo {

enum FilesRenderMode { RENDER_ALL, RENDER_NAMES, RENDER_NAMES_AND_SCROLLBAR };

class WidgetFiles: public WidgetBase, public SaveManager {
private:
	SherlockEngine *_vm;
	SaveMode _fileMode;
	int _selector, _oldSelector;

	/**
	 * Render the dialog
	 */
	void render(FilesRenderMode mode);

	/**
	 * Show the ScummVM Save Game dialog
	 */
	void showScummVMSaveDialog();

	/**
	 * Show the ScummVM Load Game dialog
	 */
	void showScummVMRestoreDialog();

	/**
	 * Prompt the user for a savegame name in the currently selected slot
	 */
	bool getFilename();

	/**
	 * Return the area of a widget that the scrollbar will be drawn in
	 */
	virtual Common::Rect getScrollBarBounds() const;
public:
	WidgetFiles(SherlockEngine *vm, const Common::String &target);

	/**
	 * Prompt the user whether to quit
	 */
	void show(SaveMode mode);

	/**
	 * Handle event processing
	 */
	virtual void handleEvents();
};

} // End of namespace Tattoo

} // End of namespace Sherlock

#endif